GURPS Spaceships Design Spreadsheet
This tread is intended to be a place for discussion of and notifications for my spreadsheet. Please keep posts on this topic; if you have other Spaceships related questions/topics feel free to start your own thread.

The GURPS Spaceships Design Spreadsheet is a pretty sophisticated spreadsheet which contains almost everything from the Spaceship series of books. The way I designed the sheet you can duplicate the Design Table worksheet to create more ships within the same spreadsheet or duplicate the Saved Ships sheets to better organize saved ships. The only options that carry over to all ships are those designated as Campaign Options.

This is still a work in progress. If you find any significant errors, or have any suggestions for improvements, please post them!

A few notes: The spreadsheet contains several worksheets, three of which are visible to the user. Optional Rules contains write-ups for several new systems, habitats, and rules which can be turned off if desired. Campaign Options contains a place to set Design Switches & Features that apply to all ships you design with the spreadsheet as well as allowing you to Filter out ship systems, Habitats, or Weapons you don't wish to use in your designs. Design Table contains a work area to create two spaceships and print them out. This worksheet is completely self contained - so you can copy this worksheet (by right-clicking on the tab for it and selecting copy) to create even more ships within a single spreadsheet.

Macros

The spreadsheet is written in Excel 2000, but is fully compatible with OpenOffice v3.3.0. It has been tested to work in OpenOffice v3.2 Portable, OpenOffice v3.4.1, and LibreOffice v4, all of which are completely free to download (see below). The spreadsheet makes use of many Macros -- most of these Macros only work in Excel, however the most important ones have been ported over to the OpenOffice versions of the sheet.

I've created a Self-Signed Security Certificate for the Macros in both Excel and Open Office. Obviously not the most secure, but if you trust me that shouldn't be a problem. The Macros do add significant functionality to the sheet which cannot be attained any other way, allowing it to automatically show or hide rows as needed. To enable Macros you either need to accept the Certificate or create a Security exception for the save folder you have placed the spreadsheet in.

In OpenOffice you can can create a Security Exception under:
Tools -> Options -> Security -> Macro Security (button) -> Trusted Sources (tab) -> Trusted file locations (Add button)

In Microsoft Office 2007 you can create a Security Exception under:
Office Button (top-left corner) -> Excel Options (button) -> Trust Center -> Trust Center Settings (button) -> Trusted Locations

In Office 2000 you cannot set a Trusted location, but instead must accept the Certificate to enable Macros.


This spreadsheet may have issues with Regional Settings other than English (USA) - in particular those regions where a comma is used for a decimal separator instead of a period.


Download
There's a sample output PDF here.
Here's a blank worksheet, good for printing out and filling in by hand.
Daniel N. Smith has made up a very good Spaceship Worksheet which you can find in this thread.


You can download the spreadsheet here:

Excel 2000
http://gurpsland.no-ip.org/zip/SpaceshipsV2.zip (4.9 MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2.7z (~2.4 MB)

Excel 2007
http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.zip (~6.1 MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.7z (~6.0 MB)

OpenOffice 3.3.0
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.zip (~2.1 MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.7z (~1.9 MB)

Here's a PDF of the optional rules I incorporate into the spreadsheet (these options can be turned off from within the spreadsheet).:
http://gurpsland.no-ip.org/pdf/Space...ionalRules.pdf


OpenOffice / LibreOffice
OpenOffice v3.2.0 Portable
OpenOffice v3.3.0
OpenOffice v3.4.1
LibreOffice v4

VERSION HISTORY
**********************************************************
Version 2.0 Release 33
-Fixed issue where System and Habitat cost multipliers were not being saved with the ship.

Version 2.0 Release 32
-Fixed another bug preventing the Calculate Troop Strength from being turned off on the output.

Version 2.0 Release 31
-Fixed critical error where Output sheets would error out and be unusable when certain ship systems under certain circumstances (Mixed Weapon Battery, Equipment Packs, possibly Reconfigurable system). This had to do with incorrectly counting total number of ship systems for calculating Protection Factor (PF) which could then cause the PF note to error out.
-Fixed a couple other minor bugs.

Version 2.0 Release 30
-Fixed bug where Troop Strength was always calculated and shown on the output, regardless of the state of the "Calculate Troop Strength" button.
-Fixed a few bugs with regards to Spin Tethers
-Fixed issues with Solar Panels where the Solar Luminosity & Distance has been set and partial power points are generated. The sheet will now track all power produced for all panels grouped together, rounding down Power Points generated to 1/3. The sheet will also track total power points generated from all panels and add them together, rounding that total down to the nearest whole Power Point (or 1/3 Power Point if Combine Large & Small PP is selected). This does mean that total Power Generated may be slightly more than that displayed by each set of panels; for instance, if Lum is set to 1.2 then each panel will produce 1.2 PP; five panels would thus produce 6 PP, but depending on how those 5 panels are installed on the sheet they may show as little as 1 PP generated each.
-Hangar Bay option Optimized for [Craft] now allows you to select the craft from a drop-down menu of craft from the Save Sheets. However, for both this field and the craft selection field in Vehicle Dock you may also type in the name of a craft in addition to using the drop-down menu.

Version 2.0 Release 29
-Fixed error in displaying damage for "natural" weaponry - tails, robot arms, etc. (this has existed since RC22)
-On the Combat Table:
--Added more notes with information on Proximity Explosions for warheads
--Removed acceleration, range, & burn point info for Sensor Probes
--Removed armor divisor for Sensor Drones

Version 2.0 Release 28
-Fixed Bug where a ship with User Systems could error on loading.

Version 2.0 Release 27
-Fixed Bug preventing ships with Structural Reinforcement from loading.

Version 2.0 Release 26
-Corrected Hovercraft Ground Speed, which was accidently multiplied by x4.

Version 2.0 Release 25
-Added Hovercraft Skirt ship system under Terrestrial Propulsion systems.
-Added Propeller and Propeller - Ducted Fan under Aerial Propulsion systems.

Version 2.0 Release 24
-Fixed bug in Tracked Drivetrain that limited it to the Center hull; is now available for any [Hull] location.
-When Resetting the Design Table your choice for Campaign Options and User Created Systems will now be saved for the next time you reset the ship. This will persist even after saving and re-opening the file.
-Added IR Signature calculation to the ship Notes (listed below the Ship Systems, along with Features, etc.)
-Added Web Version Checking to the sheet. When the sheet first opens, if Macros are enabled, it will attempt to check the version against the latest one posted on my website. If a newer sheet is available it will notify the user and offer to download the newer sheet to the same location that the sheet is currently stored in.

Version 2.0 Release 23
-Fixed bug introduced in RC22 where some weapon systems, particularly Mixed Mounts, would have incorrect cost; especially when given an Equipment Quality modifier
-Fixed bug where some systems, including Mixed Mounts where the number of Mounts was changed by the user, would display an incorrect value in the calculated statistics

Version 2.0 Release 22
-Variety of bug fixes
-Fixed bug where Campaign Name was not being correctly loaded from a saved ship
-Fixed bug where Electromenchanical Computers option wasn't reducing Computer Complexity
-Added new page to the Optional Rules for applying Equipment Quality modifiers to ship systems
-Added System Quality to ship system and weapon mount options

Version 2.0 Release Candidate 21
-Added Gravitic Focus option for Comm/Sensor Arrays per Pyramid 35, p. 20.
-Added Solar Power Options allowing you to set Solar Luminosity and Solar Distance. This will multiply Power Points produced by a Solar Array or Solar Boiler; PP are rounded down to the next lower Power Point (or 1/3 of a Power Point if Combining Larger & Smaller Power Points).
-Added option for Armor Facing from Pyramid #3/34, p. 8.
-Added footnote for Exposed Systems
-Added Ship Option/Switch for Spin Tethers (note: Cost is based on loaded mass of both ships, and per 100 yards of tether)
-When Resetting the Design Table the ship TL will only reset if Campaign Options is selected; conversely the TL will not be reset if Campaign Options is unchecked. However, when Loading a ship the ship TL will still be loaded with Ship Systems, not Campaign Options.
-The Troop Strength checkbox will now be saved, loaded, and reset with Campaign Options. It will still default to checked when reset; however if you Reset the Design Table and uncheck the Campaign Options checkbox then the Calculate Troop Strength checkbox will remain in whatever state you choose for the last ship you were working on. Similarly, if you load the Campaign Options from a previous ship the Calc Troop Strength checkbox will be loaded along with the other Campaign settings from the previous ship. Note that this only affects the Calc Troop Strength checkbox; the individual Mass Combat option checkboxes remain a part of the Ship Switches & Features, and will be reset and loaded with that section of the ship.
-Ships without Space Performance will have Hnd/SR & Move of Air Performance displayed on the stat table, then Ground, then Water.
-When installing Habitat cabins in the Habitat portion of the Design Table the sheet will now list the number of slots and number that are installable under the notes until you add the quantity, after which it will display the standard notes.

Version 2.0 Release Candidate 20
-If you delete a Ship System the sheet will now automatically delete all System Options associated with that system.
-If you select the Ship Orientation to be Building and then select a ship system to be Underground then all systems in Hull Sections below that system will also be set to Underground (that is, if you make one Front/Upper system Underground then all Center and Rear/Bottom systems will be set to Underground; if you select any Center system to be Underground then all Rear/Bottom systems will be set to Underground).

-Added two new buttons to the System Options section. Copy Options and Paste Options.
--When you select any cell within row in the System Options section and click Copy Options that system's options will be used when pasting; note that even if you change the options after you click Copy Options the sheet will use whatever options are most current.
--If you select a row and click Paste Options the sheet will:
---Check to see if the System names match; if so it will paste the Options into that system
---If the System name is blank it will paste the System name and all the Options into that row
--If you select a range of rows and click Paste Options the sheet will go through each row, as above, and paste the System Name and Options as appropriate.
---This will automatically skip Core systems if two Core systems are already installed.
---Multi-Row Pasting does not work on Sub-Systems (Smaller SM, Reconfigurable Systems, and Mixed Mount Weapon Batteries). You can still select one row at a time and Paste the System/Options into it.
---Pasting may allow you to past Systems or Options into sections of the ship where they are disallowed. If so this will generally generate an appropriate error.

Version 2.0 Release Candidate 19
-Reworked the macros that deal with the Design Table navigation buttons, hopefully fixing the issue with it going to the wrong sheet.
-Fixed a couple minor issues on the Optional Rules sheet


Version 2.0 Release Candidate 18
-More bug fixes, most notably the HTML output bugs
-The Aux Craft sheet will now set craft Lwt when you select SM if a value isn't already set; the Load will be limited to values between 0 and the Lwt.


Version 2.0 Release Candidate 17
-A couple minor bug fixes
-Added a rudimentary Regional Setting detection to the Office 2007 version.
--This checks the Regional Settings for Excel itself the first time the file is opened and if you are not using custom settings which set a . as the decimal separator and , as the thousand separator it offers a dialog to set these for you (this means even if you are using Windows Default Settings, and Windows Default Settings use these, you'll still get the dialog; AFAIK there is no way for me to check the Windows Default Settings to suppress the dialog).
--This dialog only shows up the first time you open the file and only if it detects you are not using the compatible settings. "First time" resets if you use Save As to save the file; the next time you open it after Saving As will be treated as the first time.


Version 2.0 Release Candidate 16
-Fixed a bug that caused the sheet to incorrectly read any User Systems from the User Systems worksheet. This would cause User Systems to be incorrectly saved in the save sheet. The bug was causing the Performance 1 column to be copied twice and Performance 2 wasn't read at all. This bug appears to have been introduced in RC12.


Version 2.0 Release Candidate 15
-Added Power Profiles. These profiles use letter codes instead of numbers to help make them easier to differentiate. You can set Power Profiles in the System Options, next to the Air and Space Profiles. Like the previous Performance Profiles, a default profile will be created if you don't set any options, but once you start setting any profile options you will need to assign all appropriate systems to a profile or they won't be counted at all.


Version 2.0 Release Candidate 14
This is another Excel only release.
-Added Garage Bay habitat cabin. This allows you to assign craft using the Aux Craft section, which means you can design and build your own vehicles for the bays. You will be limited to assigning SM+3.5 or smaller craft this way.
-Added Page reference column next to the cost breakdown in the Design Table System Options.
-Added Print in Horizontal/Vertical radio buttons.
-Added HTML output for Save Sheet tables in the 'Output' sheet. 
-Corrected issue with Vehicle Docks at SM+5 and below
-Corrected issue with Maneuver Enhancement not giving bonus to Air Handling
-Fixed bug with Collapsible Fuel Tank option


Version 2.0 Release Candidate 13
This is another Excel only release.

-Added Up/Down Scroll Buttons to most sheets. This was to address scrolling issues I had on my tablet, due to the hidden rows the scrolling was very uneaven using the touch screen interface and the buttons provide an alternate method of scrolling.
-Added buttons to 'Add Design Table' and 'Add Save Sheet' in the Design Table and Save Sheets. This will automatically add an extra sheet of the appropriate type.
-Added navigation buttons for added Design Tables and Save Sheets. These buttons will automatically be displayed and display by the names of sheets. You can reorder or rename the Save Sheets and the button text will be updated as well.
-Improved Import Ships and Delete Ship capabilities in the Saved Ships Sheets. You can now use the search criteria of the sheet itself to import or delete ships.
--In Delete Ships you can delete all ships that are currently visible based on your search criteria or you can delete all ships which are currently hidden from your search criteria.
--In Import Ships you can go to the sheet you are importing from and set a search criteria and then import whatever ships are visible to the target sheet.
-Reworked handling of Footnotes. Watch for errors with footnotes.
-Added Energy Banks to the Optional Rules and ship systems.
-Redesigned the Garage Utility vehicles to use Energy Banks and Solar Panels. This changed costs and durations across the board.


Version 2.0 Release Candidate 12
Fixed a couple bugs having to do with automatic checkbox placement.

Version 2.0 Release Candidate 11
This is another Excel only release.

-Significant improvements in Macro execution speed in Excel; These improvements will eventually be incorporated into the OpenOffice version, and help there as well.
-Updated all Quantity drop-down selections to accept user input as well as drop-down selection. That is, if you want to input 99,999 this is not available in the drop-down but if you manually input the value it will be accepted if it is otherwise valid (e.g. you can actually install 99,999 in that location). This applies to most sections of the sheet, including the Crew breakdown section, as well as Auxiliary Craft, Cargo Hold, Habitats, Open Spaces, and Weapons sections.
-Moved Space Combat Turn Length and Range Scale to Campaign Options. Will be saved, loaded, and reset as a Campaign Option from now on, and will import setting from older ships as needed.
-Added Campaign Option for Slower Industrial Systems
-Added Ship Options for No Computers, Pre-Radio, and Zombie Ship to the Ship Options: Spaceships 7 section.
-More garage vehicle options, with new Passenger variants (the vehicles preclude most cargo for more passenger capacity).
-Improved search capabilities in the Saved Ships sheets.
--You can now search up to five words or phrases. You can search for a phrase by substituting spaces with underscores. For instance, searching for "Utility_Truck" will search for ships with the entire phrase "Utility Truck" where as if you search for "Utility Truck" it will return any ships which contain either "Utility" or "Truck."
--You can now check a box to search for all ships of the chosen TL or below. For this purpose if you choose a superscience TL then both superscience and non-superscience TL's equal or lower will be included. Ships with a divergent TL, such as TL4+3, will add the two numbers together to determine what effective TL they are; so TL4+3 would be treated the same as TL7.
--You can now search multiple SM of ship; there are two SM entry fields, if you enter a value into both then any ships that fall between the two values will be shown. For split SM ships if either value falls within the search criteria the ship will be shows. So a SM+6/+7 ship will show up in a search of SM+5 to SM+6, and will also show up in a criteria of SM+7 to SM+9.
-Fixed bug where Water Performance for Oars and Sails weren't displayed.
-Fixed bug where damage wasn't correctly calculated for some weapons when using the Square Root of Destruction option.
-Various other bug fixes


Version 2.0 Release Candidate 10
-Removed the capability to import ships from the v2 Beta and v1.x versions of the sheet. You should be able to import ships from all Release Candidates of v2.0.

-Improved handling of 'Shorter Numbers' throughout, including their use in the Output sheet. This should improve usability of larger SM ships.
-Added a few more options from RPK's Traveller Spaceships rules (including the Features section at the top and Sandcasters for Missile Launchers)
-Under System Options renamed the 'Modular' column to 'Options 1'
-Added 'Underground' option to Options 1. This can be applied to any system in a ship with the 'Building' feature.
--Corrected oversight where Underground didn't increase ship cost.
-The 'Save Ship' button will now save the entire Workbook file once the ship has been saved into the Save Sheet
-Added Aux Craft worksheet that allows you to add some basic statistics for vehicles to a Save Sheet, which you can then later assign to Hangar Bays, Upper Stages, or Vehicle Docks
--Added the Life Pod, Drop Capsule, and Stealth Capsule from the Spaceships Designers Notes via the Aux Craft worksheet
-Recreated the Auxiliary Craft (Utility Truck, Air Car, & Grav-Sled) using the rules from Spaceships. All craft are SM+3.5, Lwt. 6 Tons (unload weight under 5 tons); added a Utility Helicopter to the vehicles as well. The end result of the redesigns is that cargo capacity went down slightly but cost went down significantly.
-Tweaked the way that the Building Orientation option works, and properly added a cost for Underground systems (previously there was no cost associated with underground systems). Now you must individually assign systems as being underground; Once you've selected the 'Building' option in the Switches & Features section the 'Underground' option will become available in the System Options section, under Options 1.
-Added Cargo Manifest section to the Design Table that allows you to designate the contents of the various Cargo Holds
-Added Semi-Ablative footnote for Ice & Stone Armors, Force Screens, and Armor with the following option
-Added Semi-Ablative option for Laminate Armors (including Nanocomposite, Diamondoid, and Organic). See Alternate Rules page of Spreadsheet for full details
-'Added Jet Engine - Electric Turbofan' to systems. This is based loosely on the stats from GURPS Vehicles Expansion 1.
-'Added Jet Engine - Super Fusion Air-Ram' to systems. This has performance characteristics more favorable compared to the Fission Air-Ram.
-Reorganized Habitat cabins (in the drop-down menu) to be a little more clearly laid out
--Habitat cabin menus now have headers similar to Ship Systems
--All Garages, Establishments, Laboratories, and Craft Shops have been given a section Header. Most have been renamed to simplify their name.
--Habitat modules that are too large to fit in the ship will now be removed from the drop-down selection menu (e.g. if the ship has 8 cabins available then Large Labs, Large Craft Shops, Sickbay Clinics, and other similar systems that take up 10 cabins will no longer show up in the drop-down menu).
-Fixed odd bug when calculating Effective SM
-Fixed bug where Super Missiles was not available as an option for Missile Launchers
-Added/Fixed +3 Acc to Cosmic Powered Electromagnetic Guns, Warp Missile Launchers, Grav Guns, or Super Missiles (p. SS1:68)
-Corrected sAcc of Warp Missile Launchers to be +17/+18 (was incorrectly TL-8/TL-7)
-Added missing Warp Missile range from Warp Missile Table (p. SS3:36)
-Tweaked damage table for most beam weapons. This mostly only affected the +0.5SM beam weapons, and only changed some of the damage values slightly, however a significant error was fixed in the Square Root of Destruction Dam2 entry for 600MJ and every x100 power increase thereafter (60 GJ, 6TJ, 600TJ, etc).


Version 2.0 Release Candidate 9
-Fixed Food Cargo unable to edit
-Fixed Magical Habitat Cabins not multiplied (introduced in RC8.1; not introduced in OpenOffice)
-Added two new worksheets, Saved Ships 2 and User Systems
--Saved Ships is now completely empty of ships, a good place for users to place their own ships. Saved Ships 2 houses my personal example ships as well as ships from Pyramid (the Official Ships sheet ran out of room, as the sheets are limited to 256 ships).
--User Systems has slots to place 5 user created Ship Systems. At the top there is a section where you can call up the stats of an existing Ship System from the sheet, making it easier to modify existing ships as well as see how they are created. There are also Macro Buttons to Copy the example system into one of the 5 user slots or to clear each of the user slots.
--If you save a ship to the Save Sheet the any User System it uses will be saved with it. When you restore a ship you it will be automatically loaded into a free User System slot if one is available, you will be asked to overwrite if an existing system has the same name and TL, or you will receive a warning if no slots are available.
-Added support for Equipment Packs from the Pyramid 3/40 article Mecha Operations. You can set a system up to mount Equipment Packs by selecting it from the Ship Options section area under Modular/Equip. Packs. Equipment Packs work similarly to Smaller SM Systems and Reconfigurable Systems, and use the same itemspace in the sheet, so you cannot attach an Equipment Pack to one of those systems (even though, technically, you should be able to). This is a limitation of the sheet I cannot work around at this time.
-Added support for new Systems and Options introduced in the Pyramid 3/64 article Sailing the Open Skies
-Consolidated Campaign Options so that all Pyramid Article options are activated using the same checkbox (adding new checkboxes causes a host of issues and is very time consuming; there's no real reason to add new option checkboxes unless some really weird rules are introduced)
-Added Force Screen options into the System Options section. You can specify up to six Force Screen Options here (either one or two options in each Options column), however if you select anything other than Magic/Psi Powered the General Force Screen Options (from the checkboxes above) will not be applied to the specific Force Screen you're adding options too.
-In Excel w/Macros you may now change the Ship System, SM, or TL from the System Options section as well as from the Spacecraft Design Table section. This requires use of Macros to copy the changes to multiple cells, so Macros must be enabled. This proved to be buggy/slow in OpenOffice, so is disabled for now.


Version 2.0 Release Candidate 8
-As usual, numerous bug fixes.
-Added stats for SM+3 ships (and Smaller SM Systems)
-Added Essential Fuel as an option to Fuel Tanks
-Added rules from Pyramid 3/40: Mecha Operations
-Added Spaceship Design Rules for Vorkosigan Saga
--Vorkosigan Saga rules have two sets of options; the first is the standard "Campaign Options" checkbox, which activates the basic rules used in Vork. The second is the new Vork Campaign Options button, which adds filters for all systems that are not present in the Vork Campaign book.
-Added better error checking for multi-part systems (Spinal Batteries, Flexibody Drivetrain, and the new Command Armor). When one piece of the multi-part system is installed it will generate a Warning message and turn the section Black (just like Error messages do). The warning message listed will instruct you on installing the other pieces of the multi-part system; once all pieces are installed the Warnings will be cleared and appropriate statistics for the systems will be displayed.
-Added support for some multi-section systems (see below). When a multi-section system is selected it will take up it's own slot plus the extras it requires, so if a system requiring 3 slots is installed in slot [2] it will take up slots [2-4] when installed. An error will be generated if you install a system in slot [3] or [4]. In addition, these systems have restrictions as to which slots they can be installed in. A 3-slot system which is limited to [Hull] Locations would be limited to slots [1] through [4]. Because all system slot drop-down menus in a single location (e.g. Front) use the same menu it may be possible to place one of these systems in an inappropriate slot, in which case the sheet will generate an ERROR message.
--Unfortunately it is not currently possible to install a multi-section system as part of a Reconfigurable system.
-Added Oversized Weapon Batteries (essentially this is just an Oversized Major Battery, taking up 3 systems slots but mounting a single weapon the size of a Spinal Battery).
-Added rules from Pyramid 3/40: Mecha Operations. Command Armor, in particular, needs a little extra explanation:
--Command Armor - Smaller is installed as two separate Core systems, at least one of which needs to be in the Center/Core section.
--Larger Command Armor can either be installed as two sets of three adjacent systems or three sets of two adjacent systems; at least two of the systems must inhabit Core systems, one of which must be the Center/Core. Because of these restrictions Command Armor was broken up into two separate systems
--Command Armor - Dual System takes up two system slots each. It can only be installed in slot [5] or slot [6], taking up [5-6] or [6,Core]. Two of the three must be installed in slot [6], one of which must be the Center/[6] slot.
--Command Armor - Triple System takes up three system slots. It must be installed in slot [5], taking up [5-6,Core], and one of the two must be installed in the Center/[5] slot.
-In addition to the previous systems I added support for a few other of the standard systems to be installed as Oversized Systems (SM+7 Open Spaces, TL9/SM+9 Fusion Reactors, etc.)


Version 2.0 Release Candidate 7
Corrected several significant errors
Incorporated near full Macro support into the OpenOffice version of the sheet.
You can now load and save ships from/to either of the Save Sheets (Saved Ships or Official Ships) the Design Table. There are new buttons at the top of the Design Table as well as the Save Sheets to run these macros. Also, there is a selection menu at the Top Right of the Design Table to select which Sheet and which Ship within the sheet to load from, or which sheet to save the current ship into.
You can also load or reset just parts of a ship (using the checkboxes at the top-right of the Design Table)
You can Import ships from other Files into this one. This means that you can easily update your older ships. To do so both files must be saved in the same directory and you must manually type in the file name in the appropriate field in the Design Table.

This version represents an important milestone because I've now incorporated most of the Macros from the Excel version into the OpenOffice version. Unfortunately, while these Macros work fairly well they are slow as snails in OpenOffice v3.4.x and LibreOffice v4. I have no idea why they are so slow; the code to load a ship runs in about 5 seconds in Excel, 15 seconds to run the ported code in OpenOffice v3.3.x, but in the newer programs they take several minutes to run (3-5 minutes in my testing). I don't know why they are running so slow, nor can I do anything about it. My suggestion here is to either just live with it or revert to the older version of OpenOffice (OpenOffice v3.2.0 Portable would be particularly good for this, as it won't interfere with another install of OO v3.4.x or LibreOffice).
Note that at this point there is one important Macro I still haven't incorporated into this sheet, and that is the ability to import all ships in the Save Sheets forward into a newer version of this SpreadSheet (you can import individual ships from the Design Table, but not all ships in the Save Sheet all at once). This Macro will surely be incorporated into my next revision, so that you can easily import your own ships forward into future versions of the sheet.


v 2.0 Release Candidate 6

-Added Ship Classification and Size section to the Design Switches and Features section
-Added Control Room Crew Breakdown section to the Design Switches and Features section
-Added Auxiliary Craft section to the Spacecraft Design Table section
-Rework of the Quantity field used throughout the spreadsheet (in Open Spaces, Habitats, Weapons, as well as the new Auxiliary Craft and Crew Breakdown sections). The Quantity in the drop-down menu will now show you the maximum number of systems that you may install, and the field will remain grey while there are systems installable, but will turn white when you can no longer install more items in that location.
-Added an alternate Troop Strength calculation
-Complete rewrite of the back-end code for Weapon Mounts.
-Weapon Batteries are now assigned to specific Mounts instead of being assigned generally to Front, Center, or Rear.
-Addition of seven new Weapon Battery sizes.
-Peripheral Weapon Mounts changed to SM+15 (they became redundant with the new mounts)
-New system: Weapon Battery - Mixed Mount
-Numerous bug fixes and improved functioality

Weapon Batteries and Weapon Systems
-Complete rewrite of the back-end code for Weapon Mounts. This became necessary to accomidate all the other changes and additions that were made, and may lead to some bugs.
-Addition of seven new Weapon Battery sizes:
....Quaternary (SM+8 & 100 Mounts)
....Quinary (SM+9 & 300 Mounts)
....Senary (SM+10 & 1,000 Mounts)
....Septenary (SM+11 & 3,000 Mounts)
....Octonary (SM+12 & 10,000 Mounts)
....Nonary (SM+13 & 30,000 Mounts)
....Denary (SM+14 & 100,000 Mounts)
-Weapon Batteries are now assigned to specific Mounts instead of being assigned generally to Front, Center, or Rear. This allows for tracking of the number of mounts left in a specific Weapon Battery system.
-Peripheral Weapon Mounts changed to SM+15 (they became redundant at SM+8 to +14 with the new mounts)
-New system: Weapon Battery - Mixed Mount. This is a build-your-own Mixed Weapon Battery. It acts similarly to Smaller SM Systems, in that you can install three sub-systems. Each sub-system can consist of either one block of the same sized mount or two separate mount sizes. Each pair of mounts has a default number of mounts, however in the System Options section under Options 3 you can specify the number of mounts that the first weapon in the pair will have, which will adjust the number of mounts in the second of the pair accordingly. With this you can create virtually any combination of two to six different sizes of Weapon Mount.


Ship Classification and Size
    These entries allow you to specify a Ship Class, Size, Mission Description, and Type. None of these fields are mandatory, but they can allow you to specify information about the Ship's Class while keeping a different name for the Ship itself. e.g. you can specify a Constitution-Class Heavy Exploration Cruiser while naming the ship itself the U.S.S. Enterprise.
-Class Name can be text, however -Class will be appended to whatever you enter here.
-Size specifies a general class size, e.g. Heavy, Medium, or Light.
-Description is a descriptive word about the ship's intended Mission role, such as Exploration, Mining, etc.
-Type specifies the general type of ship, such as Destroyer, Cruiser, Starbase, etc.
Note: Several of these fields use drop-down menus. While other menus in this spreadsheet limit what you may enter in the box, these menus are different. In addition to the examples given in the menu you may also enter any text you wish - so be creative in describing them.


Control Room Crew Breakdown
    This section allows you to specify the roles that the Control Room personnel will fulfill.
Note: These fields use drop-down menus. While other menus in this spreadsheet limit what you may enter in the box, these menus are different. In addition to the examples given in the menu you may also enter any text you wish - so be creative in describing the positions.


Auxiliary Craft
Allows you to specify the Auxiliary Craft that will fill a Hangar Bay, Upper Stage, or Vehicle Dock. You can select any Craft from the Saved Ships or Official Ships spreadsheets.


Alternate Troop Strength
    In the Mass Combat rules from Pyramid 3/30: Spaceships for calculating Troop Strength there is a significant bias towards smaller Spaceships. The base multiplier for TS is dDR + dST/dHP, but these values scale roughly with ship length, increasing size/mass/firepower does. It gives larger ships a significantly lower TS and than smaller craft. As one example the two TL 12^ spaceships the Mirage Star Figher (SM+4) has a calculated TS of 257,400 while the Intrepid-Class Frontier Cruiser (SM+12) has a
TS of 2,640,000 - just over x10 the TS for a ship massing x10,000 times as much. This may be appropriate for a strictly realistic game (where a million dollar missile can easily take out a billion dollar naval ship) but it does not fit the expectation in most Sci-Fi universes.							
    To help correct this discrepancy the Alternate Troop Strength option multiplies the final TS by dHP/150, effectively scaling TS with ship surface area (rather than length). This has the effect giving the SM+4 ship a TS 1/10th the current while multiplying a SM+12's TS by 2, so now in the above example the TS of the two ships
are 25,740 and 5,280,000 - a difference of about x200 the TS.																									
	SM:	+4	+5		+6		+7		+8		+9		+10		+11		+12		+13		+14		+15	
TS Multiplier:	x0.1	x0.1333		x0.2		x0.3333		x0.4667		x0.6667		x1		x1.3333		x2		x3.3333		x4.6667		x6.6667	


v2.0 RC5

-Crush Depth is now displayed in Atmospheres of pressure, with a secondary display of feet of water on Earth
-Fixed some issues with effective SM, specifically dealing with the Armor and Volume rules from Pyramid 3/34
-Fixed issue with setting custom Ship Length in OpenOffice
-Fixed compatibility issue with OpenOffice v3.2 Portable
-Many other minor bug fixes.


v2.0 RC4
-Folded Fuel Tank contents into Options 1 menu rather than listing all Fuel Tank contents as separate systems
-Many other minor bug fixes.


v2.0 RC3
-Fixed issue where weapon stats were not correct for certain sizes of weapon
-Many other minor bug fixes.


v2.0 RC2
-More bug fixes than I can count. Mostly minor, or specific circumstances.
-Added more options/features for handling Transhuman Spaceships
-Finished loading all ships from all 8 Spaceships books into the Official Ships sheet. 245 ships, plus another dozen example ships in the Saved Ships sheet. Now I just need to figure out how to load these ships into the Design Table in OpenOffice...


v2.0 RC1
- This version marks a complete redesign of the sheet, adding the capability to handle Smaller SM Systems and Reconfigurable Systems (the two major omissions of the v1.x sheets). It also adds many new features and capabilities to the sheet (especially the Excel versions, which features Macros to save ships into a Save Sheet and the ability to Import ships from previous versions of the sheet, down to at least v1.20).











